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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Hi @Fabius I see the suggestion. However, in my opinion, the romans' relatively simple unit roster is important. Civs should have different strengths and weaknesses, and part of that is having an incomplete roster. Depending on how unit balance evolves going forward, there may be a need for the romans to get a different ranged unit, but for now I don't think they need it. I worry that adding extra units creates kind of a situation like mace currently, where they are very good at a lot of different strategies. If the range is really crucial, using bolts is a good choice.
  2. What you do before the reforms plays a role. So if you are training spearmen, they don't turn into legionaries, but conscript spearmen. So if you want the reforms to be more of a power spike, you will want to train swordsmen before it, and if you want to retain your eco, train more spears before it.
  3. @Classic-Burger in more high-level multiplayer games, 200 population might be reached by 11-13 minutes. Typically rushes in these games are between 2 and 5 minutes.
  4. Yeah, Its unfortunate that archers need the archery tradition tech to feel at all worthwhile, which leaves carth archers in a terrible spot. At some point I think we need to do more to differentiate ranged units (more than just range+damage).
  5. Hello @ProPlayer thank you for compiling this list of balancing suggestions! I agree with a lot of them. I think I'll go ahead and make the PR for the han changes. They are currently 3 pop, like catapults. Also, ranked up units do have higher capture attack. On clubmen, a lot of their utility is invalidated by the current capture balance, so I'd hesitate to give them so much speed. How do people feel about replacing the building damage increase per age with this? I could go either way.
  6. This might be tricky to fit into the balance equation. Because of the economy and citizen soldiers, units in 0ad tent to be more “expendable” compared to those in aoe where you see conversion mechanics. im here for it, though.
  7. Because its an infrequently used unit. Typically when people go for the reforms, they will want to use infantry.
  8. Well they are not intended to be as expensive as champcav, plus re-introducing metal cost will make them just like a lot of the other champs, something we want to avoid. Diverse and unique units makes for a more enjoyable game. With that said, one thing to consider would be to reign in the gaul eco a little bit, perhaps by removing the additional farm technology. About the unit itself, I think the general speed balance complicates things. On the one hand, they need to be fast to act like a cavalry counter because cav are so fast, and on the other, they currently retain quite a lot of strength vs infantry. In general, super fast units should not get high damage and high armor, and melee champcav are the prime example of this. By banning champcav, players will understandably go for the next fastest (and strongest) unit.
  9. There was a PR that let building capture resistance be determined by the capture attacks of the units inside. Before, it was determined by the number of units, so women and champions defended equally well from capture. Now, since women don't defend at all from capture, a cc with 20 women can be captured very quickly. Players are saying capturing is too easy at the moment, especially civic centers. I do think the second of the two options is good, where civic centers and forts should be difficult, but houses can be captured without great difficulty. @Dakara I'm not sure if you will find someone to play with, but in the community mod current version, women receive a small capture attack and buildings have higher default capture defense.
  10. No idea either, but I doubt I got the right person each time I kicked.
  11. allegedly it doesn't matter who you kick for the game to continue, but when it does continue (and the player is back) its laggy.
  12. I've got a good one somewhere, but it was only because my opponent was very predictable. A lot of different p2 rushes are devastating if your opponent is doing the same strat over and over.
  13. With fanas, I would say we are looking at a very strong unit, but not really "broken OP". "OP" gets thrown around a lot, but you have to remember that gauls are still pretty much the best eco civ. If you moved them over to carth for example, the balance would be very different. Lastly, I would say that since they are a specialty of the gauls, I think they deserve to be pretty strong. I'd sooner nerf the champ cav play for gauls than fanas.
  14. my biases are that 1) the ships should look different enough for gameplay readability and 2) I don't want to redo a bunch of art. Someone with more experience in art development could make improvements in the future.
  15. I was under the impression that a mix of sail and non-sail boats would be ok, given the previous reception. We have the scout ship as a somewhat faithful recreation of the hjortspring boat, and the fishing ship uses oars instead of a sail. For the merchant ship, it makes sense that sails would supplement trade vessels. As for the arrow ship, it needed a bit more distinguishment from the hjortspring boat, otherwise the ships would be difficult to distinguish quickly. I think there is a degree of plausibility in the use of sail which we can justifiably represent, while keeping a sort of replica of the real hjortspring boat for history enthusiasts to appreciate. Rock art shows a diversity of hjortspring-style boats, some complete with masts and/or sails, plenty of ship settings have single rocks denoting a mast, and north <-> south trade existed.
  16. @Deicide4u there isn’t a specific small trees mod as far as I know, but you can try playing on biomes (in random maps) with smaller trees like the steppe. also, rotating the camera up and down makes placement easier, although it requires figuring out a good set of key binds. I’d like to know what key@ValihrAnt uses for this, but maybe it is top secret.
  17. nice, thanks @ffm2! There are certainly meta heroes, but honestly there's a pretty good mix here.
  18. Yeah that was a triple buff, which went overboard for sure. I think just the accuracy buff is needed.
  19. I think this is one of those things that does not need to be universal/standard across civs.
  20. @vanz the hotkey to select all units is in autociv, but call to arms and back to work are both available without any mod. so you can just bind the call to arms hotkey and not worry about the mod.
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