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Everything posted by Fabius
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Why not? there is adequate historical precedent to shove a bolter on a siege tower, it would be epic and maybe encourage their use a little more -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Ok, then for simplicity sake one would have to just add the bolt to the regular attack, I think its about a 3s interval and we do have the Ptolemaic bolters that are roughly that, so it shouldn't be that game breaking, also towers are 3 pop anyway and suitably expensive -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
I had an idea for siege tower enhancement A technology that adds a small bolt thrower to it, or conversely a small stone thrower, not sure if it would be possible to have two separate attacks on the same unit at different intervals, but it would add some more flavour to them,. Then the ram team bonus that foot soldiers have could be expanded to include siege towers since not all of the 20 man crew are going to be shooting arrows from the tower And lastly I was wondering why kushites have siege towers and Rome does not? -
Awesome
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Will the missing legionary keyword for first cohort legionaries also be fixed ?
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Cool, a question on that though, do we have to wait till the next release for that fix to take effect or how does it work?
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
What about expanding the Reforms tech to unlock a champion skirmisher though? Currently you get the legionary swordsmen and skirmisher, but only the first cohort swordsmen, it seems like a first cohort skirmisher would complete the roster as then you can either have a complete first cohort force or a regular one. Centurions I was thinking it would be great if they could swap between javelin and sword so they could lead either unit type without getting left behind by the skirmishers when they do so. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Afternoon folks, I had an interesting idea to share, its a unique tech for Rome called Spoils of the Punic Wars and would allow training of a limited number of elephants from the fortress. These could be regular war elephants or perhaps champion/citizen elephant archers but with javelins instead of bows. Cost wise it could be a reasonable chunk of food and some metal or just food like the regular champion unlocking tech, or something else like wood and stone, to represent the addition of elephant stables in the fortress. While Rome did not make extensive use of war elephants they did capture them and did use them on several occasions, in the Macedonian wars for instance. Seeing as we have options to create limited troop types, the Centurion for instance, this seems a reasonable way to add some limited nuance and interesting tactical options, and certainly could be applied to other civs as well in the future if a suitable option comes up for them. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Is there scope for having the javelin thrower as a technology for increasing infantry skirmisher range? -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
It should potentially apply by splash, though I am unsure on the exact splash radius, its not something included in the unit details. That being said it does feel a bit to generic for a faction specific tech. Currently those who have bolters are Carthage, Athens, Sparta, Ptolomies, Macedonia and of course Rome. Macedonia is already strong so definitely not them. Ptolomies have machine gun level bolters(Cleopatra boosts fire rate even more) so not them either. Athens I am unsure where they are at, but they have a bunch of ranged options already. Carthage is very much in the same vein too, albeit weaker. That leaves just Rome and Sparta, two strong infantry civs with very lacklustre ranged capabilities outside of siege units which Rome has a significant advantage on. Sparta would certainly benefit the most from it given they have no catapults, flaming bolts on their bolters would certainly be an interesting alternative for building breaking. Rome already has the onagar, but the scorpio is also very iconic to them and they do go hand in hand I would say. They now have a strong theme of manoeuvrability which is cool, so that could be utilised instead. Given their known siege prowess one can definitely still make a case for flaming bolts or something though. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Also Ptolomies should not have access to this tech on the grounds that their bolt shooter is not designed for incendiary projectiles and for potential balance purposes given their rapid fire bonus -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
That would also be the burning damage application, but yes -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Afternoon, I had an idea for a bolt shooter related technology. Flaming bolts, that applies a burning debuff to targets. -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Those are good points, I have noticed the unit balance shifting since A27, I almost never see champion cavalry now, unless I am the one trying to use it, civs with strong anti cav options are also getting picked more, and Han crossbow and halberdier/spearman combination is horrifically lethal to champion cavalry and just about everything else too, I was genuinely surprised at how effective it turned out to be. Pikes have also become very decent damage dealers while maintaining good durability, especially great in wars of attrition, so that is a very nice change -
Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
I mentioned the idea as linked below, and then it occurred to me that it might be a good suggestion for testing in the community mod. A possible twist of interest is both slinger and archer options but as an either/or setup. That being said given the obvious slowing of eco the Reforms imposes, since spearmen are slower than ranged units, an archer would be most consistent to that with its walk time. -
On the topic of Marian Reforms, since auxiliaries become a thing why not add in an auxiliary archer or slinger? That would be a nice alternative option over just skirmishers which tend to inhibited by low range and poor accuracy. It would also fix the lack of a non metal ranged citizen unit that reforms brings about. Not to mention some much needed tactical flexibility in the ranged field.
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Need more info on why Marian Reforms is strong in 1v1. The main draw is still onagars I would say, not the ranked up troops since you can already get second rank troops from the castrum in second age. And you have to put up with the economic restructuring that reforms bring too. I would very much like current siege pop left as is. Some more interesting general siege techs would be nice though, like something to increase splash damage or add a burning effect like we have on Iberian fire cav. Honestly it would be cool if we had a return of the A23 style roman scorpio that was packed on a donkey instead of in a cart like everybody else's. Maybe give it a little differentiation like make it weaker and cheaper than the normal bolt thrower but have it more manoeuvrable. Kind of like the abus gun the Ottomons have in Age III.
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Interesting analysis of the economic impact. I have seen some players use it akin to the revolt option in Age III or Flemish revolution in Age II, basically a power spike for an existing army which they then throw at you. And unfortunately not everything works correctly currently, eh the missing attack animation on auxiliary lancers and the legionary keyword for first cohort champions. The second is more significant as it impairs the synergy between centurions and the sword champions. The main attraction though of reforms has been the onagar, which honestly gets let down by the drastic shift in eco and the need to often restructure that eco so you can keep doing things, often inefficiently. So while I like the concept flavour, I do wish Onagars where separate and paywalled like champions are rather than having to mess up my entire eco every time just for the option of building them
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Yes, usually its the onagars that get used and the infantry, I had never seen the cavalry in use till recently and only in one game, and I myself have never used them
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That explains things, I was wondering why they seemed to be going idle in the middle of battles
