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Everything posted by real_tabasco_sauce
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to be honest I think gameplay is a higher priority. In any case, this is a topic about balance, not history.
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I would say immediately: farm upgrades back to 20 percent instead of 25. only 1 laozi gate permitted. I bet these will be unanimously agreed upon. I expect further nerfs will be required on top of these two.
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Hello Everyone, Rather than dig up the old topic for balancing han, I started a new one centered around RC1, which @Stan` has graciously provided us Since the Han is a new civ added, we will need to carefully ensure everything is well balanced. To start, here are concerns of mine: Stacking unique economic technologies: 1. Farming upgrades are +25%instead of 20% (p1) 5. Rice paddies are cheaper, smaller than farms (more can be protected) 3. higher rice gather rate for women (.6 vs .5) 4. ministers (slight eco bonus) 5. imperial ministry upgrades (cheaper buildings, non-forge techs) (p1,p2) 6. crossbows cheaper wood cost these will make han a top tier eco civ, possibly competing with ptols. Stackable military stats: hero: -50% promotion experience fort upgrade: -25% promotion experience This could be OP: nearly instant rank 3 units. Champions: 5 different champs, 3 champ cav. Some civs only have 2 (britons) and 1 (spartans). Very strong defenses: great tower, super CC, stronger walls, can build multiple laozi gates for pretty cheap. This is probably stronger defense than iberians. It seems they have the eco of the ptols, top tier heroes, probably the best military, and on top of it all: 220 pop. Everything that makes the other civs good, the han seem to have all in one package.
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Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
yes, the distance is doubly valuable it seems. -
Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
I think there should at least be a little, because it seems cheap to put all 15 in a completely safe area. Also, what would be the point of building them in neutral terrain if they are better off safe at home? -
Wow's new unit countering ideas
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Gameplay Discussion
They are vulnerable for good reason: because the dps of melee cavalry absolutely ruins ranged infantry. The damage they deal is counter enough: honestly, they could be weaker still to pierce attacks and still decimate ranged infantry. What you quoted is fine and should not be changed in my opinion. -
Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
perhaps a range requirement like towers have? For example, you cannot build one too close to the other. This way, you cant put all 30 next to each other walled up. It makes some sense from a realistic perspective too i guess. -
suggestions Thread for posting suggestions for Alpha 27.
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
I think if merc cavs are still a problem going forward, something along these lines should be considered. They shouldn't train instantly, but very quickly, like maybe 4 sec for inf and 8 for cav. Costs would also need to be fine tuned. I'm not sure how I feel about this, but I think "starting" metal/stone locations should be reconsidered. How about this: They both spawn at some angle relative to the CC, but with a fixed radius of 50 meters. Some measure would be needed to ensure they do not overlap i guess. About the values: If first metal mine is only 1000, those who don't have any extra available will be unable to get essential upgrades, so I think that is too severe. I do agree there might be a little too much metal available currently. Perhaps just replace some of the 5000 metal mines with single 1000 metal mines? how does that sound? -
In practice, It is countered mainly by ranged units, because ranged units kill them much faster than swordcav for example. In other words, they cannot tank damage. If spearcav trap them, then they are done for (with a26 spearcav). I have to finish my final exam today, but maybe I could host a couple games tonight using the mod (I am in GMT - 7). If you have the mod, you can at least look at the replay I included.
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Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
yes, I understand. To be honest, I don't think axe cav p1 is accepted by the majority, but I can't say for sure. The reason I asked about considering the two patches separately is because nobody has accepted or given any other feedback on mine. I assumed people would want to see your patch before mine gets accepted. -
Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
Have you tested my mod? (or the patch?) I feel like moving axe cav as is to p1 is plainly inferior to my solution, but I am fine with testing axecav in p1. -
Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
Do other's agree my patch (https://code.wildfiregames.com/D4674) should be considered separately? I think it makes sense: D4674 is already complete and functional, just needing to be accepted. It also seems to be moderately popular: as of right now, 50% of voters supported the patch, and 43% of voters supported a more simple buff (to the axe cav parent class). -
Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
Currently the main practical use for these units is to destroy buildings, basically like highly mobile clubmen. In team games, one could easily mass 20+ fairly quickly and destroy enemy houses, barracks, and even the CC. It would be overpowered beyond belief, and balancing them from that point (trainable in p1, even worse from CC) would make them a gimmick: balancing them at the p1 level means they would be an OP troll unit for the first 5-10 mins and then completely useless (except for anti ram) in the late game. The patch I proposed gives them a more interesting, versatile, impactful, and balanced role. @borg-Most people seem to like your other propositions for persians, can you let axe cav stay in p2? edit: sorry for redundancy, I didn't see @chrstgtr's post. -
Differentiating Civilizations: Persian
real_tabasco_sauce replied to borg-'s topic in Gameplay Discussion
I think it is best to keep them separate, as one is unit balancing/differentiation and one is more civ differentiation. One thing is for sure: we cannot allow axe cav in p1, buff or no buff. I like allowing spear and javelin cav in p1, maybe archer cav too, but definitely not axe cav. -
ranged infantry move speed
real_tabasco_sauce replied to LetswaveaBook's topic in Gameplay Discussion
maybe not design error: it makes sense that ranged units firing "at will" would shoot the closest unit (most threatening), but there should other ways to control ranged units, like attack ground, so that the player has another option. -
ranged infantry move speed
real_tabasco_sauce replied to LetswaveaBook's topic in Gameplay Discussion
just give to all ranged units the same stats already, if you want them all to play the same way. that won't be much different than increasing their speed, just less engaging I guess. don't need it, they do fine already against cav. The biggest issue with archers is they rarely actually employ their range, because they are defaulted to shooting the closest unit (this also results in a lot of overkill because a single unit is likely to be the closest for a large percent of a group of archers). You have a couple of micro options: if you manually target unit after unit in a group of enemies, there will also be much overkill, unless you only use 15 to 20 archers. The last option is to hold 'alt' or 'option' and individually target enemies (one archer, one enemy). This option eliminates overkill, but takes a long time to kill the targeted units, especially if the archers have no accuracy buff. This is why I advocate for attack-ground (basically volleys), as this would be a means for archers (and other ranged units) to attack a large group of units at range with a uniform damage distribution. Ideally, it would achieve an effect between the two existing micro options and provide an additional engaging skillset to the game. However, I would say something along these lines should wait until after some performance improvements. -
This is just a reminder to please vote in the poll I attached, especially if you have downloaded the mod! If you don't want to set up a lobby game with the mod, you also have the option of reviewing the replay I shared above. There are only 6 votes in right now, so go ahead and vote!
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Ok, the 2v2 played today seemed to go quite well with @LetswaveaBook,@BreakfastBurrito_007, and @Sevda and I. here is the replay. You will need the mod to watch the replay metadata.jsoncommands.txt
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ranged infantry move speed
real_tabasco_sauce replied to LetswaveaBook's topic in Gameplay Discussion
this is much more effective with merc archers where you can actually hit the target more. 15 merc archers with a skirm/pike army allows for sniping enemy ranged units effectively. I would say the biggest thing with archers is they rarely get to use their range to the fullest. You have to kind of force it. -
Forgotten temple Skirmish [v 2 (4 players)]
real_tabasco_sauce replied to Lion.Kanzen's topic in Scenario Design/Map making
yes! Capture the wonder. If the temple (maya or otherwise) is already considered a gaia wonder in the map, I think this could be a great map to debut that gamemode. -
Forgotten temple Skirmish [v 2 (4 players)]
real_tabasco_sauce replied to Lion.Kanzen's topic in Scenario Design/Map making
@Lion.Kanzen I wonder, could it be possible for a gaia building to be given relic status. And then this single relic (the middle temple) could be used as king of the hill? I think you would have to capture it, not destroy.