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Fabius

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Everything posted by Fabius

  1. Hi, interested to now if there will be a release of A27 anytime soon?
  2. Is there an updated version of the release candidate for A27 we can playtest?
  3. Regarding this I would suggest an increase in the radius, perhaps even as a tech, flaming munitions for instance. The reasoning for bigger radius over higher damage is that even with low damage an area attack can indirectly snipe low hp units which is highly useful for a massed battlefield
  4. I see, good to know thanks I see the poor Consular Guard got the inevitable nerf bat with their pierce armour, but now that infantry swords are better could be time for the Extrordinari to have their time in the sun That centurion attack bonus is going to go up in value now I am liking the pike changes, will be interesting to see how they perform Also the indirect buff to ranged shooting opens some interesting considerations with Macedonian champion crossbows and also bolt throwers though the latter already punches most things clean out in one go, but the linear splash will hurt more I think
  5. I just tested the mod and I must say i really like the change to the melee. I was caught of guard by the immediate loss of survivability against ranged units, but after getting over the initial shock and switching mindset a little I found it much more enjoyable having my sword units do meaningful things instead of just taking damage like before. Blacksmith armour and such is much more important now and certain hero bonuses have greater value now. I also liked the nudge towards a diverse army to cover different things as apposed to a single unit spam. Overall a great change Now about the catapult splash damage, what is the radius size? I tested that too and it seemed to be non existent, in fact there seemed to be little impact at all from what I could tell, uncertain if I tested it wrong or what exactly the trouble is, so was a little disappointed by that.
  6. Good evening, been a while, looks like good things been happening Where can I download the latest community mod please?
  7. The Roman army camp trains sword and spear infantry at advanced rank, rank 2 specifically, this is a perk of the building and entirely normal
  8. Looks good. Scholae palatina are an imperial guard unit though, so merging a command function with it doesn't really work
  9. I don't hate it, but the naming is awkward, needed something more in line with the era, which I am uncertain of. However a mounted commander is far more useful than a foot one. Honestly a bigger complaint is that they switched out the helmet for an imperial Gallic helmet with the transverse crest, that honestly jars more, but again I guess they wanted style points since that is immediately recognizable as a centurion. As to why they might not have gone with super heavy infantry is because Teutonic knights exist already filling that spot. So they went with a stronger version of one of Age II's most notable units the Paladin and tweaked it. To my knowledge Centurions are one of the most iconic units from Age I, so overall likely they were trying to capture that. Did they succeed, maybe, only time will tell.
  10. What about overlap? there are five villagers working the same field not just one, if points are chosen at random I could see a fair amount of "bumping" taking place as villagers try to take occupied points on the field.
  11. I was aware the Byzantines are Romans too, just using the geographic distinction as a justification for having two Roman factions in the same game.
  12. That campaign to my knowledge is for the Age I port, far as I am aware the only thing the Age II section is getting is the Roman civilization, everything else will be contained in the Age I section. However would definitely love some late roman campaigns in the Age II section covering all that which you mentioned. I really hope they do a Belisarius one eventually.
  13. Byzantium is the eastern half, Romans represent the western half
  14. They gave Dromon to four civs, Romans, Byzantines, Goths and Huns as replacement for cannon ships
  15. Late Romans fit the medieval setting better aesthetically and also from a historical aspect, granted there are considerable historical liberties taken throughout Age II, however it is very nice seeing late romans get some attention instead of the practically cliche earlier period with lorica segmentata armour and tower shields etc. Centurion is a bit odd being on a horse, but mechanics wise does work better for commanding foot units if you giving a speed buff and need to reposition.
  16. Curious suggestion, can we test giving Rome a Cretan merc archer and see how it does in terms of improvement and balance?
  17. A Cretan merc archer would be apppealing
  18. A valid point, but I will posit that armed eco is much more useful than unarmed, especially if you want to push an opponents territory and strip-mine his resources. A possible alternative solution has come to mind, give citizen soldiers an alternate form for gathering resources that you can automatically toggle when telling them to gather resources, then a combat mode when you tell them to attack something. This at least simulates the need to drop what you doing, grab weapons etc etc. Makes it necessary to improve your vision to avoid surprise attacks too.
  19. Adding a male villager would water down the value of citizen soldiers and potentially make turtling stronger due to smaller armies. However those armies will likely be champions as they are still overall better value, especially cavalry and elephants, so now the value of jobless citizen soldiers must be evaluated against the superior champions.
  20. That basically makes first age redundant and simply forces you to go Second Age asap. Which ironically is already a stopgap by in large for Third Age. We only have 3 ages and only one truly matters as of now. I presumed the point was to spread things fairly evenly across the ages to avoid this sort of thing. And again this is something that differentiates 0 AD from Age of empires, first age is not some mediocre barebones entity that is just a stop gap for second age. we have a bunch of options to play around with and do early game mischief or do an outright early war and end the game in second age by annihilation.
  21. I don't like the idea of removing gathering as an option from citizen soldiers, its one of those mechanics that feels unique to 0 AD and keeps it apart from Age of Empires. Not to mention is a lot more engaging. There is already an eco differential based on movement speed of ranged units, archers are slowest and skirmishers fastest. The speed of the ladies is consistent, and the distinctions are such that they farm better, chop wood at roughly the same rate as the men, and are half as good at mining as the latter. Its entirely intuitive as to who will do what in any given match Seems reasonable enough as it stands, why is it necessary to break and recreate the system?
  22. Not sure where to ask this, but when is the expected release date for A27?
  23. Ah I see, well one can only test and see how things play out
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