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Fabius

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Posts posted by Fabius

  1. 22 hours ago, real_tabasco_sauce said:

    Catapult splash damage is negligible:

    • Increase splash damage OR increase splash radius.

     

    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

  2. On 06/02/2024 at 8:41 AM, real_tabasco_sauce said:

    @Fabius

    I am glad you are happy with the changes so far. As for the catapults, I didn't want to make them too strong at attacking units, so they have a very small splash radius. So, you will really only see the effect with highly bunched units. It is only meant to slightly improve the catapult effectiveness vs infantry.

    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

  3. 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.

    • Like 3
  4. 7 hours ago, wowgetoffyourcellphone said:

    I hate how the UU is called a "centurion." Makes no sense.

    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.

  5. Just now, Lion.Kanzen said:

     

    Ideally, it should function as a group of resources like a grove of trees.

     

    Theoretically, this should be the case, as a group of resources in the same entity.

    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. 

  6. 7 hours ago, Genava55 said:

    Byzantines called themselves Romans.

    Edit: in the DLC, the campaigns for the Romans are based on Trajan's reign. While the new Romans faction added in AoE2 is based on 395 AD Rome.

    The description from the webpage:

    <<In game, the Romans date back to about 395 C.E., making them contemporaries with the Goths, Celts, Britons, Franks, Persians, etc. By this period in Late Antiquity and Early Middle Ages – Rome was a crumbling shadow of its former glory. Plagued by an inability to pay its soldiers, lack of manpower, and its older fortifications in disrepair, they could not face the invasions of their former provinces or fend off attacks closer to home.

    By the time of Attila, Rome simply couldn’t field any large armies of note, and relied on Germanic tribes to guard their frontiers, but those tribes often went rogue and became enemies instead. The old Roman-controlled area was inundated with an influx of different peoples who settled the land, bringing their own culture and customs, annihilating the old Roman ways.

    By the end, Rome could not overcome a collapsing economy, loss of manpower, an inability to pay troops, plus bad leadership. When the “official” end in 476 came with the ousting of the last Roman emperor by a Germanic king, the Roman Empire had already silently melted away.>>

    So even if it is not really correct, it seems they indeed depicted the Romans as the Western Roman empire...

    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.

  7. 2 hours ago, wowgetoffyourcellphone said:

    Yeah, it's a mess. If they want them to depict the 4th/5th century Western Romans (which is not contemporary with the "Celts" and "Britons" in the game, who are depicted around 1200 AD, wth!), then their campaign should have nothing to do with Trajan's campaigns, which should use Romans from the high empire era, with lorica segmentata. Their campaign should have been about Aetius or (pushing it) Constantine (would have been cool, since it genuinely would allow the player to triumph). 

    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.

  8. On 07/05/2023 at 6:41 PM, Genava55 said:

    Probably to fit with the Goths and the Huns...

    Although I find it really weird they are including the dromon only for the Romans while it was a Byzantine warship as well.

    Edit: I must correct my claim, it seems they gave the dromon to the Byzantines too. According to aoe forum.

    They gave Dromon to four civs, Romans, Byzantines, Goths and Huns as replacement for cannon ships

  9. On 07/05/2023 at 4:16 PM, wowgetoffyourcellphone said:

    I'm curious as to why they are depicting the Roman army as the 4th century Dominate instead of the usual 1st-2nd century Principate. 

    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.

  10. 3 hours ago, real_tabasco_sauce said:

    In this case, I wouldn't say they are "jobless." For one, remember it is still an important "job" to go harass the enemy and cause damage.

    This is done currently, but it's widely considered that their economic value generally surpasses their immediate fighting value. The idea here is to bring down the economic value of CS however much is appropriate while adding an additional eco unit.

    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.

  11. 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. 

     

  12. 48 minutes ago, Lion.Kanzen said:

    it would be better to remove them from the first phase. and that they appear in the second.

    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.

     

  13. 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?

     

    • Like 4
  14. 14 hours ago, real_tabasco_sauce said:

    I considered this, but I decided on the flat +50% train time because this would be a flat upgrade compared to normal champions. Too many strengths without tradeoffs will be OP. Remember that these units promote to olympic champions (even stronger unit) with xp from fighting, so allowing them to be cheaper and train faster in the late game would be OP for sure.

    The nice thing is that if they prove to be weak, this civ bonus can be easily fine tuned between community mod releases.

    Ah I see, well one can only test and see how things play out :) 

    • Like 1
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