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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Yeah that scheme would be super nice. If it can be doable via mod I can certainly put specific techs together in com mod.
  2. For Rome, I feel like the civ is already pretty full of content (compared to the other civs). However, if someone ends up making a "rome expanded" mod or something for the SP community, this would be great. Or maybe it could be campaign only (whenever we are able to make campaigns, they take a ton of work).
  3. I was going to suggest that the romans emblem should just be a pizza! That would be a pretty funny mod to make.
  4. Its an Axeman. I welcome this early balance feedback, it helps to make the playtests more serious when we do them.
  5. its committed Feel free to try it by getting the nightly build, or by building the game.
  6. I think this is a bit myopic. If you have a tech. This tech has been in the game for several alphas now (as most eco techs have been). But in the next release this tech has another tech paired to it, what have you lost? Haven't you now gained an additional choice? Tech pairs are great for certain cases, like some unique techs. But If you make everything a choice of one over the other (like all the eco techs maybe), you are forcing a very black and white strategy on players. In my opinion, picking a path down a specialization tree isn't good strategy, that's why I oppose choosing heroes at game start, aoe4's monument system, and civilization specialization upon phase up.
  7. I don't think developers of any game should be forcing strategies, they should naturally come about given the circumstances of play. Thats the problem i have with overusing tech pairs.
  8. I agree that they are largely researched as soon as reasonably possible, with little variation, but the answer is not to force trade-offs by making them tech pairs. its better to diversify unit costs (we see more priority of the stone tech for slinger civs for example) and maybe reconsider the costs of the eco techs themselves. we can also make techs non-ubiquitous across civs.
  9. This is kind of already the case with certain civs/buildings, like the carth mercs. However, I think it should be made consistent unless there's some huge balance issue (like multiple discounts leading to 10 metal mercs).
  10. I think It could be considered as a unique tech or a unique unit for a civ. It would probably be very strong if the fire damage applies to multiple targets (splash).
  11. 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.
  12. 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.
  13. @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.
  14. 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).
  15. 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.
  16. If/when melee infantry champions become useful, these will need a massive nerf.
  17. Because its an infrequently used unit. Typically when people go for the reforms, they will want to use infantry.
  18. 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.
  19. 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.
  20. No idea either, but I doubt I got the right person each time I kicked.
  21. 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.
  22. 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.
  23. 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.
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